I started rendering the helmet and set out the palette I would use - opting for a 'neon scheme of bright, popping greens and blues to assert the skin's classified rarity and get it to stand out in-engine.

I had progressed alot in this preview - rendering most areas of the illustration and blocking out the areas of solid colour. I was continuing with in-engine tests to ensure readability and 'functionality' of the skin in the game environment.